//@renderpasses 0 varying vec4 v_Color; //@vertex attribute vec4 a_Position; attribute vec4 a_Color; uniform mat4 r_ModelViewProjectionMatrix; void main(){ v_Color=a_Color; gl_Position=r_ModelViewProjectionMatrix * a_Position; gl_PointSize=1.0; } //@fragment void main(){ gl_FragColor=v_Color; }